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Diffstat (limited to 'src/gui/opengl/qopenglfunctions_es2.h')
-rw-r--r-- | src/gui/opengl/qopenglfunctions_es2.h | 933 |
1 files changed, 933 insertions, 0 deletions
diff --git a/src/gui/opengl/qopenglfunctions_es2.h b/src/gui/opengl/qopenglfunctions_es2.h new file mode 100644 index 0000000000..9c14567723 --- /dev/null +++ b/src/gui/opengl/qopenglfunctions_es2.h @@ -0,0 +1,933 @@ +/**************************************************************************** +** +** Copyright (C) 2013 Klaralvdalens Datakonsult AB (KDAB) +** Contact: http://www.qt-project.org/legal +** +** This file is part of the QtGui module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and Digia. For licensing terms and +** conditions see http://qt.digia.com/licensing. For further information +** use the contact form at http://qt.digia.com/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Digia gives you certain additional +** rights. These rights are described in the Digia Qt LGPL Exception +** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU General Public License version 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#ifndef QOPENGLVERSIONFUNCTIONS_ES2_H +#define QOPENGLVERSIONFUNCTIONS_ES2_H + +#include <QtCore/qglobal.h> + +#if defined(QT_OPENGL_ES_2) + +#include <QtGui/QOpenGLVersionFunctions> +#include <QtGui/qopenglcontext.h> + +QT_BEGIN_NAMESPACE + +class QOpenGLFunctions_ES2Private; + +class Q_GUI_EXPORT QOpenGLFunctions_ES2 : public QAbstractOpenGLFunctions +{ +public: + QOpenGLFunctions_ES2(); + ~QOpenGLFunctions_ES2(); + + bool initializeOpenGLFunctions() Q_DECL_OVERRIDE; + + // OpenGL ES2 core functions + void glActiveTexture(GLenum texture); + void glAttachShader(GLuint program, GLuint shader); + void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name); + void glBindBuffer(GLenum target, GLuint buffer); + void glBindFramebuffer(GLenum target, GLuint framebuffer); + void glBindRenderbuffer(GLenum target, GLuint renderbuffer); + void glBindTexture(GLenum target, GLuint texture); + void glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); + void glBlendEquation(GLenum mode); + void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha); + void glBlendFunc(GLenum sfactor, GLenum dfactor); + void glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); + void glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage); + void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data); + GLenum glCheckFramebufferStatus(GLenum target); + void glClear(GLbitfield mask); + void glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); + void glClearDepthf(GLclampf depth); + void glClearStencil(GLint s); + void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); + void glCompileShader(GLuint shader); + void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data); + void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data); + void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); + void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); + GLuint glCreateProgram(void); + GLuint glCreateShader(GLenum type); + void glCullFace(GLenum mode); + void glDeleteBuffers(GLsizei n, const GLuint* buffers); + void glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers); + void glDeleteProgram(GLuint program); + void glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers); + void glDeleteShader(GLuint shader); + void glDeleteTextures(GLsizei n, const GLuint* textures); + void glDepthFunc(GLenum func); + void glDepthMask(GLboolean flag); + void glDepthRangef(GLclampf zNear, GLclampf zFar); + void glDetachShader(GLuint program, GLuint shader); + void glDisable(GLenum cap); + void glDisableVertexAttribArray(GLuint index); + void glDrawArrays(GLenum mode, GLint first, GLsizei count); + void glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices); + void glEnable(GLenum cap); + void glEnableVertexAttribArray(GLuint index); + void glFinish(void); + void glFlush(void); + void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); + void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); + void glFrontFace(GLenum mode); + void glGenBuffers(GLsizei n, GLuint* buffers); + void glGenerateMipmap(GLenum target); + void glGenFramebuffers(GLsizei n, GLuint* framebuffers); + void glGenRenderbuffers(GLsizei n, GLuint* renderbuffers); + void glGenTextures(GLsizei n, GLuint* textures); + void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); + void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); + void glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); + int glGetAttribLocation(GLuint program, const GLchar* name); + void glGetBooleanv(GLenum pname, GLboolean* params); + void glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params); + GLenum glGetError(void); + void glGetFloatv(GLenum pname, GLfloat* params); + void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params); + void glGetIntegerv(GLenum pname, GLint* params); + void glGetProgramiv(GLuint program, GLenum pname, GLint* params); + void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog); + void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params); + void glGetShaderiv(GLuint shader, GLenum pname, GLint* params); + void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog); + void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); + void glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); + const GLubyte* glGetString(GLenum name); + void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params); + void glGetTexParameteriv(GLenum target, GLenum pname, GLint* params); + void glGetUniformfv(GLuint program, GLint location, GLfloat* params); + void glGetUniformiv(GLuint program, GLint location, GLint* params); + int glGetUniformLocation(GLuint program, const GLchar* name); + void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params); + void glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params); + void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer); + void glHint(GLenum target, GLenum mode); + GLboolean glIsBuffer(GLuint buffer); + GLboolean glIsEnabled(GLenum cap); + GLboolean glIsFramebuffer(GLuint framebuffer); + GLboolean glIsProgram(GLuint program); + GLboolean glIsRenderbuffer(GLuint renderbuffer); + GLboolean glIsShader(GLuint shader); + GLboolean glIsTexture(GLuint texture); + void glLineWidth(GLfloat width); + void glLinkProgram(GLuint program); + void glPixelStorei(GLenum pname, GLint param); + void glPolygonOffset(GLfloat factor, GLfloat units); + void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels); + void glReleaseShaderCompiler(void); + void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); + void glSampleCoverage(GLclampf value, GLboolean invert); + void glScissor(GLint x, GLint y, GLsizei width, GLsizei height); + void glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length); + void glShaderSource(GLuint shader, GLsizei count, const GLchar* *string, const GLint* length); + void glStencilFunc(GLenum func, GLint ref, GLuint mask); + void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask); + void glStencilMask(GLuint mask); + void glStencilMaskSeparate(GLenum face, GLuint mask); + void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass); + void glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); + void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels); + void glTexParameterf(GLenum target, GLenum pname, GLfloat param); + void glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params); + void glTexParameteri(GLenum target, GLenum pname, GLint param); + void glTexParameteriv(GLenum target, GLenum pname, const GLint* params); + void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels); + void glUniform1f(GLint location, GLfloat x); + void glUniform1fv(GLint location, GLsizei count, const GLfloat* v); + void glUniform1i(GLint location, GLint x); + void glUniform1iv(GLint location, GLsizei count, const GLint* v); + void glUniform2f(GLint location, GLfloat x, GLfloat y); + void glUniform2fv(GLint location, GLsizei count, const GLfloat* v); + void glUniform2i(GLint location, GLint x, GLint y); + void glUniform2iv(GLint location, GLsizei count, const GLint* v); + void glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z); + void glUniform3fv(GLint location, GLsizei count, const GLfloat* v); + void glUniform3i(GLint location, GLint x, GLint y, GLint z); + void glUniform3iv(GLint location, GLsizei count, const GLint* v); + void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); + void glUniform4fv(GLint location, GLsizei count, const GLfloat* v); + void glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w); + void glUniform4iv(GLint location, GLsizei count, const GLint* v); + void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); + void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); + void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); + void glUseProgram(GLuint program); + void glValidateProgram(GLuint program); + void glVertexAttrib1f(GLuint indx, GLfloat x); + void glVertexAttrib1fv(GLuint indx, const GLfloat* values); + void glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y); + void glVertexAttrib2fv(GLuint indx, const GLfloat* values); + void glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z); + void glVertexAttrib3fv(GLuint indx, const GLfloat* values); + void glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w); + void glVertexAttrib4fv(GLuint indx, const GLfloat* values); + void glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr); + void glViewport(GLint x, GLint y, GLsizei width, GLsizei height); + +private: + friend class QOpenGLContext; + + static bool isContextCompatible(QOpenGLContext *context); + static QOpenGLVersionProfile versionProfile(); + + // For future expansion - not used + QOpenGLFunctions_ES2Private* d_es2; +}; + +// OpenGL ES2 core functions +inline void QOpenGLFunctions_ES2::glActiveTexture(GLenum texture) +{ + ::glActiveTexture(texture); +} + +inline void QOpenGLFunctions_ES2::glAttachShader(GLuint program, GLuint shader) +{ + ::glAttachShader(program, shader); +} + +inline void QOpenGLFunctions_ES2::glBindAttribLocation(GLuint program, GLuint index, const GLchar* name) +{ + ::glBindAttribLocation(program, index, name); +} + +inline void QOpenGLFunctions_ES2::glBindBuffer(GLenum target, GLuint buffer) +{ + ::glBindBuffer(target, buffer); +} + +inline void QOpenGLFunctions_ES2::glBindFramebuffer(GLenum target, GLuint framebuffer) +{ + ::glBindFramebuffer(target, framebuffer); +} + +inline void QOpenGLFunctions_ES2::glBindRenderbuffer(GLenum target, GLuint renderbuffer) +{ + ::glBindRenderbuffer(target, renderbuffer); +} + +inline void QOpenGLFunctions_ES2::glBindTexture(GLenum target, GLuint texture) +{ + ::glBindTexture(target, texture); +} + +inline void QOpenGLFunctions_ES2::glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) +{ + ::glBlendColor(red, green, blue, alpha); +} + +inline void QOpenGLFunctions_ES2::glBlendEquation(GLenum mode) +{ + ::glBlendEquation(mode); +} + +inline void QOpenGLFunctions_ES2::glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) +{ + ::glBlendEquationSeparate(modeRGB, modeAlpha); +} + +inline void QOpenGLFunctions_ES2::glBlendFunc(GLenum sfactor, GLenum dfactor) +{ + ::glBlendFunc(sfactor, dfactor); +} + +inline void QOpenGLFunctions_ES2::glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) +{ + ::glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); +} + +inline void QOpenGLFunctions_ES2::glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) +{ + ::glBufferData(target, size, data, usage); +} + +inline void QOpenGLFunctions_ES2::glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) +{ + ::glBufferSubData(target, offset, size, data); +} + +inline GLenum QOpenGLFunctions_ES2::glCheckFramebufferStatus(GLenum target) +{ + return ::glCheckFramebufferStatus(target); +} + +inline void QOpenGLFunctions_ES2::glClear(GLbitfield mask) +{ + ::glClear(mask); +} + +inline void QOpenGLFunctions_ES2::glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) +{ + ::glClearColor(red, green, blue, alpha); +} + +inline void QOpenGLFunctions_ES2::glClearDepthf(GLclampf depth) +{ + ::glClearDepthf(depth); +} + +inline void QOpenGLFunctions_ES2::glClearStencil(GLint s) +{ + ::glClearStencil(s); +} + +inline void QOpenGLFunctions_ES2::glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) +{ + ::glColorMask(red, green, blue, alpha); +} + +inline void QOpenGLFunctions_ES2::glCompileShader(GLuint shader) +{ + ::glCompileShader(shader); +} + +inline void QOpenGLFunctions_ES2::glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data) +{ + ::glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); +} + +inline void QOpenGLFunctions_ES2::glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data) +{ + ::glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); +} + +inline void QOpenGLFunctions_ES2::glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) +{ + ::glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); +} + +inline void QOpenGLFunctions_ES2::glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) +{ + ::glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); +} + +inline GLuint QOpenGLFunctions_ES2::glCreateProgram(void) +{ + return ::glCreateProgram(); +} + +inline GLuint QOpenGLFunctions_ES2::glCreateShader(GLenum type) +{ + return ::glCreateShader(type); +} + +inline void QOpenGLFunctions_ES2::glCullFace(GLenum mode) +{ + ::glCullFace(mode); +} + +inline void QOpenGLFunctions_ES2::glDeleteBuffers(GLsizei n, const GLuint* buffers) +{ + ::glDeleteBuffers(n, buffers); +} + +inline void QOpenGLFunctions_ES2::glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) +{ + ::glDeleteFramebuffers(n, framebuffers); +} + +inline void QOpenGLFunctions_ES2::glDeleteProgram(GLuint program) +{ + ::glDeleteProgram(program); +} + +inline void QOpenGLFunctions_ES2::glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) +{ + ::glDeleteRenderbuffers(n, renderbuffers); +} + +inline void QOpenGLFunctions_ES2::glDeleteShader(GLuint shader) +{ + ::glDeleteShader(shader); +} + +inline void QOpenGLFunctions_ES2::glDeleteTextures(GLsizei n, const GLuint* textures) +{ + ::glDeleteTextures(n, textures); +} + +inline void QOpenGLFunctions_ES2::glDepthFunc(GLenum func) +{ + ::glDepthFunc(func); +} + +inline void QOpenGLFunctions_ES2::glDepthMask(GLboolean flag) +{ + ::glDepthMask(flag); +} + +inline void QOpenGLFunctions_ES2::glDepthRangef(GLclampf zNear, GLclampf zFar) +{ + ::glDepthRangef(zNear, zFar); +} + +inline void QOpenGLFunctions_ES2::glDetachShader(GLuint program, GLuint shader) +{ + ::glDetachShader(program, shader); +} + +inline void QOpenGLFunctions_ES2::glDisable(GLenum cap) +{ + ::glDisable(cap); +} + +inline void QOpenGLFunctions_ES2::glDisableVertexAttribArray(GLuint index) +{ + ::glDisableVertexAttribArray(index); +} + +inline void QOpenGLFunctions_ES2::glDrawArrays(GLenum mode, GLint first, GLsizei count) +{ + ::glDrawArrays(mode, first, count); +} + +inline void QOpenGLFunctions_ES2::glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices) +{ + ::glDrawElements(mode, count, type, indices); +} + +inline void QOpenGLFunctions_ES2::glEnable(GLenum cap) +{ + ::glEnable(cap); +} + +inline void QOpenGLFunctions_ES2::glEnableVertexAttribArray(GLuint index) +{ + ::glEnableVertexAttribArray(index); +} + +inline void QOpenGLFunctions_ES2::glFinish(void) +{ + ::glFinish(); +} + +inline void QOpenGLFunctions_ES2::glFlush(void) +{ + ::glFlush(); +} + +inline void QOpenGLFunctions_ES2::glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) +{ + ::glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); +} + +inline void QOpenGLFunctions_ES2::glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) +{ + ::glFramebufferTexture2D(target, attachment, textarget, texture, level); +} + +inline void QOpenGLFunctions_ES2::glFrontFace(GLenum mode) +{ + ::glFrontFace(mode); +} + +inline void QOpenGLFunctions_ES2::glGenBuffers(GLsizei n, GLuint* buffers) +{ + ::glGenBuffers(n, buffers); +} + +inline void QOpenGLFunctions_ES2::glGenerateMipmap(GLenum target) +{ + ::glGenerateMipmap(target); +} + +inline void QOpenGLFunctions_ES2::glGenFramebuffers(GLsizei n, GLuint* framebuffers) +{ + ::glGenFramebuffers(n, framebuffers); +} + +inline void QOpenGLFunctions_ES2::glGenRenderbuffers(GLsizei n, GLuint* renderbuffers) +{ + ::glGenRenderbuffers(n, renderbuffers); +} + +inline void QOpenGLFunctions_ES2::glGenTextures(GLsizei n, GLuint* textures) +{ + ::glGenTextures(n, textures); +} + +inline void QOpenGLFunctions_ES2::glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) +{ + ::glGetActiveAttrib(program, index, bufsize, length, size, type, name); +} + +inline void QOpenGLFunctions_ES2::glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) +{ + ::glGetActiveUniform(program, index, bufsize, length, size, type, name); +} + +inline void QOpenGLFunctions_ES2::glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) +{ + ::glGetAttachedShaders(program, maxcount, count, shaders); +} + +inline int QOpenGLFunctions_ES2::glGetAttribLocation(GLuint program, const GLchar* name) +{ + return ::glGetAttribLocation(program, name); +} + +inline void QOpenGLFunctions_ES2::glGetBooleanv(GLenum pname, GLboolean* params) +{ + ::glGetBooleanv(pname, params); +} + +inline void QOpenGLFunctions_ES2::glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) +{ + ::glGetBufferParameteriv(target, pname, params); +} + +inline GLenum QOpenGLFunctions_ES2::glGetError(void) +{ + return ::glGetError(); +} + +inline void QOpenGLFunctions_ES2::glGetFloatv(GLenum pname, GLfloat* params) +{ + ::glGetFloatv(pname, params); +} + +inline void QOpenGLFunctions_ES2::glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params) +{ + ::glGetFramebufferAttachmentParameteriv(target, attachment, pname, params); +} + +inline void QOpenGLFunctions_ES2::glGetIntegerv(GLenum pname, GLint* params) +{ + ::glGetIntegerv(pname, params); +} + +inline void QOpenGLFunctions_ES2::glGetProgramiv(GLuint program, GLenum pname, GLint* params) +{ + ::glGetProgramiv(program, pname, params); +} + +inline void QOpenGLFunctions_ES2::glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog) +{ + ::glGetProgramInfoLog(program, bufsize, length, infolog); +} + +inline void QOpenGLFunctions_ES2::glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) +{ + ::glGetRenderbufferParameteriv(target, pname, params); +} + +inline void QOpenGLFunctions_ES2::glGetShaderiv(GLuint shader, GLenum pname, GLint* params) +{ + ::glGetShaderiv(shader, pname, params); +} + +inline void QOpenGLFunctions_ES2::glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog) +{ + ::glGetShaderInfoLog(shader, bufsize, length, infolog); +} + +inline void QOpenGLFunctions_ES2::glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) +{ + ::glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision); +} + +inline void QOpenGLFunctions_ES2::glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source) +{ + ::glGetShaderSource(shader, bufsize, length, source); +} + +inline const GLubyte* QOpenGLFunctions_ES2::glGetString(GLenum name) +{ + return ::glGetString(name); +} + +inline void QOpenGLFunctions_ES2::glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) +{ + ::glGetTexParameterfv(target, pname, params); +} + +inline void QOpenGLFunctions_ES2::glGetTexParameteriv(GLenum target, GLenum pname, GLint* params) +{ + ::glGetTexParameteriv(target, pname, params); +} + +inline void QOpenGLFunctions_ES2::glGetUniformfv(GLuint program, GLint location, GLfloat* params) +{ + ::glGetUniformfv(program, location, params); +} + +inline void QOpenGLFunctions_ES2::glGetUniformiv(GLuint program, GLint location, GLint* params) +{ + ::glGetUniformiv(program, location, params); +} + +inline int QOpenGLFunctions_ES2::glGetUniformLocation(GLuint program, const GLchar* name) +{ + return ::glGetUniformLocation(program, name); +} + +inline void QOpenGLFunctions_ES2::glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) +{ + ::glGetVertexAttribfv(index, pname, params); +} + +inline void QOpenGLFunctions_ES2::glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params) +{ + ::glGetVertexAttribiv(index, pname, params); +} + +inline void QOpenGLFunctions_ES2::glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer) +{ + ::glGetVertexAttribPointerv(index, pname, pointer); +} + +inline void QOpenGLFunctions_ES2::glHint(GLenum target, GLenum mode) +{ + ::glHint(target, mode); +} + +inline GLboolean QOpenGLFunctions_ES2::glIsBuffer(GLuint buffer) +{ + return ::glIsBuffer(buffer); +} + +inline GLboolean QOpenGLFunctions_ES2::glIsEnabled(GLenum cap) +{ + return ::glIsEnabled(cap); +} + +inline GLboolean QOpenGLFunctions_ES2::glIsFramebuffer(GLuint framebuffer) +{ + return ::glIsFramebuffer(framebuffer); +} + +inline GLboolean QOpenGLFunctions_ES2::glIsProgram(GLuint program) +{ + return ::glIsProgram(program); +} + +inline GLboolean QOpenGLFunctions_ES2::glIsRenderbuffer(GLuint renderbuffer) +{ + return ::glIsRenderbuffer(renderbuffer); +} + +inline GLboolean QOpenGLFunctions_ES2::glIsShader(GLuint shader) +{ + return ::glIsShader(shader); +} + +inline GLboolean QOpenGLFunctions_ES2::glIsTexture(GLuint texture) +{ + return ::glIsTexture(texture); +} + +inline void QOpenGLFunctions_ES2::glLineWidth(GLfloat width) +{ + ::glLineWidth(width); +} + +inline void QOpenGLFunctions_ES2::glLinkProgram(GLuint program) +{ + ::glLinkProgram(program); +} + +inline void QOpenGLFunctions_ES2::glPixelStorei(GLenum pname, GLint param) +{ + ::glPixelStorei(pname, param); +} + +inline void QOpenGLFunctions_ES2::glPolygonOffset(GLfloat factor, GLfloat units) +{ + ::glPolygonOffset(factor, units); +} + +inline void QOpenGLFunctions_ES2::glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) +{ + ::glReadPixels(x, y, width, height, format, type, pixels); +} + +inline void QOpenGLFunctions_ES2::glReleaseShaderCompiler(void) +{ + ::glReleaseShaderCompiler(); +} + +inline void QOpenGLFunctions_ES2::glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) +{ + ::glRenderbufferStorage(target, internalformat, width, height); +} + +inline void QOpenGLFunctions_ES2::glSampleCoverage(GLclampf value, GLboolean invert) +{ + ::glSampleCoverage(value, invert); +} + +inline void QOpenGLFunctions_ES2::glScissor(GLint x, GLint y, GLsizei width, GLsizei height) +{ + ::glScissor(x, y, width, height); +} + +inline void QOpenGLFunctions_ES2::glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length) +{ + ::glShaderBinary(n, shaders, binaryformat, binary, length); +} + +inline void QOpenGLFunctions_ES2::glShaderSource(GLuint shader, GLsizei count, const GLchar* *string, const GLint* length) +{ + ::glShaderSource(shader, count, string, length); +} + +inline void QOpenGLFunctions_ES2::glStencilFunc(GLenum func, GLint ref, GLuint mask) +{ + ::glStencilFunc(func, ref, mask); +} + +inline void QOpenGLFunctions_ES2::glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) +{ + ::glStencilFuncSeparate(face, func, ref, mask); +} + +inline void QOpenGLFunctions_ES2::glStencilMask(GLuint mask) +{ + ::glStencilMask(mask); +} + +inline void QOpenGLFunctions_ES2::glStencilMaskSeparate(GLenum face, GLuint mask) +{ + ::glStencilMaskSeparate(face, mask); +} + +inline void QOpenGLFunctions_ES2::glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) +{ + ::glStencilOp(fail, zfail, zpass); +} + +inline void QOpenGLFunctions_ES2::glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) +{ + ::glStencilOpSeparate(face, fail, zfail, zpass); +} + +inline void QOpenGLFunctions_ES2::glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels) +{ + ::glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); +} + +inline void QOpenGLFunctions_ES2::glTexParameterf(GLenum target, GLenum pname, GLfloat param) +{ + ::glTexParameterf(target, pname, param); +} + +inline void QOpenGLFunctions_ES2::glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params) +{ + ::glTexParameterfv(target, pname, params); +} + +inline void QOpenGLFunctions_ES2::glTexParameteri(GLenum target, GLenum pname, GLint param) +{ + ::glTexParameteri(target, pname, param); +} + +inline void QOpenGLFunctions_ES2::glTexParameteriv(GLenum target, GLenum pname, const GLint* params) +{ + ::glTexParameteriv(target, pname, params); +} + +inline void QOpenGLFunctions_ES2::glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels) +{ + ::glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); +} + +inline void QOpenGLFunctions_ES2::glUniform1f(GLint location, GLfloat x) +{ + ::glUniform1f(location, x); +} + +inline void QOpenGLFunctions_ES2::glUniform1fv(GLint location, GLsizei count, const GLfloat* v) +{ + ::glUniform1fv(location, count, v); +} + +inline void QOpenGLFunctions_ES2::glUniform1i(GLint location, GLint x) +{ + ::glUniform1i(location, x); +} + +inline void QOpenGLFunctions_ES2::glUniform1iv(GLint location, GLsizei count, const GLint* v) +{ + ::glUniform1iv(location, count, v); +} + +inline void QOpenGLFunctions_ES2::glUniform2f(GLint location, GLfloat x, GLfloat y) +{ + ::glUniform2f(location, x, y); +} + +inline void QOpenGLFunctions_ES2::glUniform2fv(GLint location, GLsizei count, const GLfloat* v) +{ + ::glUniform2fv(location, count, v); +} + +inline void QOpenGLFunctions_ES2::glUniform2i(GLint location, GLint x, GLint y) +{ + ::glUniform2i(location, x, y); +} + +inline void QOpenGLFunctions_ES2::glUniform2iv(GLint location, GLsizei count, const GLint* v) +{ + ::glUniform2iv(location, count, v); +} + +inline void QOpenGLFunctions_ES2::glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) +{ + ::glUniform3f(location, x, y, z); +} + +inline void QOpenGLFunctions_ES2::glUniform3fv(GLint location, GLsizei count, const GLfloat* v) +{ + ::glUniform3fv(location, count, v); +} + +inline void QOpenGLFunctions_ES2::glUniform3i(GLint location, GLint x, GLint y, GLint z) +{ + ::glUniform3i(location, x, y, z); +} + +inline void QOpenGLFunctions_ES2::glUniform3iv(GLint location, GLsizei count, const GLint* v) +{ + ::glUniform3iv(location, count, v); +} + +inline void QOpenGLFunctions_ES2::glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + ::glUniform4f(location, x, y, z, w); +} + +inline void QOpenGLFunctions_ES2::glUniform4fv(GLint location, GLsizei count, const GLfloat* v) +{ + ::glUniform4fv(location, count, v); +} + +inline void QOpenGLFunctions_ES2::glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) +{ + ::glUniform4i(location, x, y, z, w); +} + +inline void QOpenGLFunctions_ES2::glUniform4iv(GLint location, GLsizei count, const GLint* v) +{ + ::glUniform4iv(location, count, v); +} + +inline void QOpenGLFunctions_ES2::glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) +{ + ::glUniformMatrix2fv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_ES2::glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) +{ + ::glUniformMatrix3fv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_ES2::glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) +{ + ::glUniformMatrix4fv(location, count, transpose, value); +} + +inline void QOpenGLFunctions_ES2::glUseProgram(GLuint program) +{ + ::glUseProgram(program); +} + +inline void QOpenGLFunctions_ES2::glValidateProgram(GLuint program) +{ + ::glValidateProgram(program); +} + +inline void QOpenGLFunctions_ES2::glVertexAttrib1f(GLuint indx, GLfloat x) +{ + ::glVertexAttrib1f(indx, x); +} + +inline void QOpenGLFunctions_ES2::glVertexAttrib1fv(GLuint indx, const GLfloat* values) +{ + ::glVertexAttrib1fv(indx, values); +} + +inline void QOpenGLFunctions_ES2::glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y) +{ + ::glVertexAttrib2f(indx, x, y); +} + +inline void QOpenGLFunctions_ES2::glVertexAttrib2fv(GLuint indx, const GLfloat* values) +{ + ::glVertexAttrib2fv(indx, values); +} + +inline void QOpenGLFunctions_ES2::glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z) +{ + ::glVertexAttrib3f(indx, x, y, z); +} + +inline void QOpenGLFunctions_ES2::glVertexAttrib3fv(GLuint indx, const GLfloat* values) +{ + ::glVertexAttrib3fv(indx, values); +} + +inline void QOpenGLFunctions_ES2::glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + ::glVertexAttrib4f(indx, x, y, z, w); +} + +inline void QOpenGLFunctions_ES2::glVertexAttrib4fv(GLuint indx, const GLfloat* values) +{ + ::glVertexAttrib4fv(indx, values); +} + +inline void QOpenGLFunctions_ES2::glVertexAttribPointer(GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr) +{ + ::glVertexAttribPointer(indx, size, type, normalized, stride, ptr); +} + +inline void QOpenGLFunctions_ES2::glViewport(GLint x, GLint y, GLsizei width, GLsizei height) +{ + ::glViewport(x, y, width, height); +} + +QT_END_NAMESPACE + +#endif // QT_OPENGL_ES_2 + +#endif |